Incremental wager method

ABSTRACT

A method of encouraging a user to increase their wager on a play by play wagering platform by determining the likelihood the user will increase their wager based upon their wager history and proposing an increase amount based upon their likelihood of increasing their wager such that a higher likelihood of increase results in a higher proposed increase amount and a lower likelihood results in a lower proposed increase amount.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present patent application claims benefit and priority to U.S.Non-Provisional patent application Ser. No. 16/950,049 entitled“INCREMENTAL WAGER METHOD” filed Nov. 17, 2020 which claims benefit andpriority to U.S. Provisional Patent Application No. 63/106,029 entitled“INCREMENTAL WAGER METHOD” filed on Oct. 27, 2020 which is herebyincorporated by reference into the present disclosure.

FIELD

The embodiments are generally related to wagering on live sportingevents, specifically increasing wager amounts while play by playwagering.

BACKGROUND

Play by play wagering platform operators typically profit either via afee per wager or by taking a percentage of all wagers made. In the caseof a percentage cut, it is in the interest of the operators to encourageusers to place the maximum wager they are willing to place.

When placing wagers on a play by play wagering platform, it can bedifficult to change a wager once placed before the betting periodcloses. The short wagering window is due to the rapid pace of mostsporting events, usually leaving at most a couple minutes to place a betand reconsider. As such, a method of quickly adjusting a wager prior tothe close of a betting period is needed.

Some sporting events have less time to place a wager than others whenplacing wagers on a play by play wagering platform. For example, abaseball game may allow a couple minutes or longer if there is a pitcheror side change, however in an American football game, the play clockallows only 40 seconds. Furthermore, teams are not required to use theentirety of the time on the play clock resulting in time between playsless than the allowed 40 seconds. For this reason, allowing a user toquickly place a wager may increase the quantity and amount of wagersplaced.

BRIEF DESCRIPTIONS OF THE DRAWINGS

The accompanying drawings illustrate various embodiments of systems,methods, and various other aspects of the embodiments. Any person withordinary skills in the art will appreciate that the illustrated elementboundaries (e.g. boxes, groups of boxes, or other shapes) in the figuresrepresent an example of the boundaries. It may be understood that, insome examples, one element may be designed as multiple elements or thatmultiple elements may be designed as one element. In some examples, anelement shown as an internal component of one element may be implementedas an external component in another, and vice versa. Furthermore,elements may not be drawn to scale. Non-limiting and non-exhaustivedescriptions are described with reference to the following drawings. Thecomponents in the figures are not necessarily to scale, emphasis insteadbeing placed upon illustrating principles.

FIG. 1 illustrates an incremental wager method, according to anembodiment.

FIG. 2 illustrates a historical wager database, according to anembodiment.

FIG. 3 illustrates a base wagering module, according to an embodiment.

FIG. 4 illustrates a wager increase module, according to an embodiment.

DETAILED DESCRIPTION

Aspects of the present invention are disclosed in the followingdescription and related figures directed to specific embodiments of theinvention. Those of ordinary skill in the art will recognize thatalternate embodiments may be devised without departing from the spiritor the scope of the claims. Additionally, well-known elements ofexemplary embodiments of the invention will not be described in detailor will be omitted so as not to obscure the relevant details of theinvention

As used herein, the word exemplary means serving as an example, instanceor illustration. The embodiments described herein are not limiting, butrather are exemplary only. It should be understood that the describedembodiments are not necessarily to be construed as preferred oradvantageous over other embodiments. Moreover, the terms embodiments ofthe invention, embodiments or invention do not require that allembodiments of the invention include the discussed feature, advantage,or mode of operation.

Further, many of the embodiments described herein are described in termsof sequences of actions to be performed by, for example, elements of acomputing device. It should be recognized by those skilled in the artthat the various sequence of actions described herein can be performedby specific circuits (e.g., application specific integrated circuits(ASICs)) and/or by program instructions executed by at least oneprocessor. Additionally, the sequence of actions described herein can beembodied entirely within any form of computer-readable storage mediumsuch that execution of the sequence of actions enables the processor toperform the functionality described herein. Thus, the various aspects ofthe present invention may be embodied in a number of different forms,all of which have been contemplated to be within the scope of theclaimed subject matter. In addition, for each of the embodimentsdescribed herein, the corresponding form of any such embodiments may bedescribed herein as, for example, a computer configured to perform thedescribed action.

With respect to the embodiments, a summary of terminology used herein isprovided.

An action refers to a specific play or specific movement in a sportingevent. For example, an action may determine which players were involvedduring a sporting event. In some embodiments, an action may be a throw,shot, pass, swing, kick, hit, performed by a participant in a sportingevent. In some embodiments, an action may be a strategic decision madeby a participant in the sporting event such as a player, coach,management, etc. In some embodiments, an action may be a penalty, foul,or type of infraction occurring in a sporting event. In someembodiments, an action may include the participants of the sportingevent. In some embodiments, an action may include beginning events ofsporting event, for example opening tips, coin flips, opening pitch,national anthem singers, etc. In some embodiments, a sporting event maybe football, hockey, basketball, baseball, golf, tennis, soccer,cricket, rugby, MMA, boxing, swimming, skiing, snowboarding, horseracing, car racing, boat racing, cycling, wrestling, Olympic sport,eSports, etc. Actions can be integrated into the embodiments in avariety of manners.

A “bet” or “wager” is to risk something, usually a sum of money, againstsomeone else's or an entity on the basis of the outcome of a futureevent, such as the results of a game or event. It may be understood thatnon-monetary items may be the subject of a “bet” or “wager” as well,such as points or anything else that can be quantified for a “wager” or“bet.” A user refers to a person who bets or wagers. A user may also bereferred to as a user, client, or participant throughout the presentinvention. A “bet” or “wager” could be made for obtaining or risking acoupon or some enhancements to the sporting event, such as better seats,VIP treatment, etc. A “bet” or “wager” can be done for certain amount orfor a future time. A “bet” or “wager” can be done for being able toanswer a question correctly. A “bet” or “wager” can be done within acertain period of time. A “bet” or “wager” can be integrated into theembodiments in a variety of manners.

A “book” or “sportsbook” refers to a physical establishment that acceptsbets on the outcome of sporting events. A “book” or “sportsbook” systemenables a human working with a computer to interact, according to set ofboth implicit and explicit rules, in an electronically powered domainfor the purpose of placing bets on the outcome of sporting event. Anadded game refers to an event not part of the typical menu of wageringofferings, often posted as an accommodation to patrons. A “book” or“sportsbook” can be integrated into the embodiments in a variety ofmanners.

To “buy points” means a player pays an additional price (more money) toreceive a half-point or more in the player's favor on a point spreadgame. Buying points means you can move a point spread, for example up totwo points in your favor. “Buy points” can be integrated into theembodiments in a variety of manners.

The “price” refers to the odds or point spread of an event. To “take theprice” means betting the underdog and receiving its advantage in thepoint spread. “Price” can be integrated into the embodiments in avariety of manners.

“No action” means a wager in which no money is lost or won, and theoriginal bet amount is refunded. “No action” can be integrated into theembodiments in a variety of manners.

The “sides” are the two teams or individuals participating in an event:the underdog and the favorite. The term “favorite” refers to the teamconsidered most likely to win an event or game. The “chalk” refers to afavorite, usually a heavy favorite. Users who like to bet big favoritesare referred to “chalk eaters” (often a derogatory term). An event orgame in which the sports book has reduced its betting limits, usuallybecause of weather or the uncertain status of injured players isreferred to as a “circled game.” “Laying the points or price” meansbetting the favorite by giving up points. The term “dog” or “underdog”refers to the team perceived to be most likely to lose an event or game.A “longshot” also refers to a team perceived to be unlikely to win anevent or game. “Sides”, “favorite”, “chalk”, “circled game”, “laying thepoints price”, “dog” and “underdog” can be integrated into theembodiments in a variety of manners.

The “money line” refers to the odds expressed in terms of money. Withmoney odds, whenever there is a minus (−) the player “lays” or is“laying” that amount to win (for example $100); where there is a plus(+) the player wins that amount for every $100 wagered. A “straight bet”refers to an individual wager on a game or event that will be determinedby a point spread or money line. The term “straight-up” means winningthe game without any regard to the “point spread”; a “money-line” bet.“Money line”, “straight bet”, “straight-up” can be integrated into theembodiments in a variety of manners.

The “line” refers to the current odds or point spread on a particularevent or game. The “point spread” refers to the margin of points inwhich the favored team must win an event by to “cover the spread.” To“cover” means winning by more than the “point spread”. A handicap of the“point spread” value is given to the favorite team so users can choosesides at equal odds. “Cover the spread” means that a favorite win anevent with the handicap considered or the underdog wins with additionalpoints. To “push” refers to when the event or game ends with no winneror loser for wagering purposes, a tie for wagering purposes. A “tie” isa wager in which no money is lost or won because the teams' scores wereequal to the number of points in the given “point spread”. The “openingline” means the earliest line posted for a particular sporting event orgame. The term “pick” or “pick 'em” refers to a game when neither teamis favored in an event or game. “Line”, “cover the spread”, “cover”,“tie”, “pick” and “pick-em” can be integrated into the embodiments in avariety of manners.

To “middle” means to win both sides of a game; wagering on the“underdog” at one point spread and the favorite at a different pointspread and winning both sides. For example, if the player bets theunderdog +4½ and the favorite −3½ and the favorite wins by 4, the playerhas middled the book and won both bets. “Middle” can be integrated intothe embodiments in a variety of manners.

Digital gaming refers to any type of electronic environment that can becontrolled or manipulated by a human user for entertainment purposes. Asystem that enables a human and a computer to interact according to setof both implicit and explicit rules, in an electronically powered domainfor the purpose of recreation or instruction. “eSports” refers to a formof sports competition using video games, or a multiplayer video gameplayed competitively for spectators, typically by professional gamers.Digital gaming and “eSports” can be integrated into the embodiments in avariety of manners.

The term event refers to a form of play, sport, contest, or game,especially one played according to rules and decided by skill, strength,or luck. In some embodiments, an event may be football, hockey,basketball, baseball, golf, tennis, soccer, cricket, rugby, MMA, boxing,swimming, skiing, snowboarding, horse racing, car racing, boat racing,cycling, wrestling, Olympic sport, etc. Event can be integrated into theembodiments in a variety of manners.

The “total” is the combined number of runs, points or goals scored byboth teams during the game, including overtime. The “over” refers to asports bet in which the player wagers that the combined point total oftwo teams will be more than a specified total. The “under” refers tobets that the total points scored by two teams will be less than acertain figure. “Total”, “over”, and “under” can be integrated into theembodiments in a variety of manners.

A “parlay” is a single bet that links together two or more wagers; towin the bet, the player must win all the wagers in the “parlay”. If theplayer loses one wager, the player loses the entire bet. However, if hewins all the wagers in the “parlay”, the player wins a higher payoffthan if the player had placed the bets separately. A “round robin” is aseries of parlays. A “teaser” is a type of parlay in which the pointspread, or total of each individual play is adjusted. The price ofmoving the point spread (teasing) is lower payoff odds on winningwagers. “Parlay”, “round robin”, “teaser” can be integrated into theembodiments in a variety of manners.

A “prop bet” or “proposition bet” means a bet that focuses on theoutcome of events within a given game. Props are often offered onmarquee games of great interest. These include Sunday and Monday nightpro football games, various high-profile college football games, majorcollege bowl games and playoff and championship games. An example of aprop bet is “Which team will score the first touchdown?” “Prop bet” or“proposition bet” can be integrated into the embodiments in a variety ofmanners.

A “first-half bet” refers to a bet placed on the score in the first halfof the event only and only considers the first half of the game orevent. The process in which you go about placing this bet is the sameprocess that you would use to place a full game bet, but as previouslymentioned, only the first half is important to a first-half bet type ofwager. A “half-time bet” refers to a bet placed on scoring in the secondhalf of a game or event only. “First-half-bet” and “half-time-bet” canbe integrated into the embodiments in a variety of manners.

A “futures bet” or “future” refers to the odds that are posted well inadvance on the winner of major events, typical future bets are the ProFootball Championship, Collegiate Football Championship, the ProBasketball Championship, the Collegiate Basketball Championship, and thePro Baseball Championship. “Futures bet” or “future” can be integratedinto the embodiments in a variety of manners.

The “listed pitchers” is specific to a baseball bet placed only if bothof the pitchers scheduled to start a game actually start. If they don't,the bet is deemed “no action” and refunded. The “run line” in baseball,refers to a spread used instead of the money line. “Listed pitchers” and“no action” and “run line” can be integrated into the embodiments in avariety of manners.

The term “handle” refers to the total amount of bets taken. The term“hold” refers to the percentage the house wins. The term “juice” refersto the bookmaker's commission, most commonly the 11 to 10 users lay onstraight point spread wagers: also known as “vigorish” or “vig”. The“limit” refers to the maximum amount accepted by the house before theodds and/or point spread are changed. “Off the board” refers to a gamein which no bets are being accepted. “Handle”, “juice”, vigorish”, “vig”and “off the board” can be integrated into the embodiments in a varietyof manners.

“Casinos” are a public room or building where gambling games are played.“Racino” is a building complex or grounds having a racetrack andgambling facilities for playing slot machines, blackjack, roulette, etc.“Casino” and “Racino” can be integrated into the embodiments in avariety of manners.

Customers are companies, organizations or individual that would deploy,for fees, and may be part of, of perform, various system elements ormethod steps in the embodiments.

Managed service user interface service is a service that can helpcustomers (1) manage third parties, (2) develop the web, (3) do dataanalytics, (4) connect thru application program interfaces and (4) trackand report on player behaviors. A managed service user interface can beintegrated into the embodiments in a variety of manners.

Managed service risk management services are a service that assistscustomers with (1) very important person management, (2) businessintelligence, and (3) reporting. These managed service risk managementservices can be integrated into the embodiments in a variety of manners.

Managed service compliance service is a service that helps customersmanage (1) integrity monitoring, (2) play safety, (3) responsiblegambling and (4) customer service assistance. These managed servicecompliance services can be integrated into the embodiments in a varietyof manners.

Managed service pricing and trading service is a service that helpscustomers with (1) official data feeds, (2) data visualization and (3)land based, on property digital signage. These managed service pricingand trading services can be integrated into the embodiments in a varietyof manners.

Managed service and technology platform are services that helpscustomers with (1) web hosting, (2) IT support and (3) player accountplatform support. These managed service and technology platform servicescan be integrated into the embodiments in a variety of manners.

Managed service and marketing support services are services that helpcustomers (1) acquire and retain clients and users, (2) provide forbonusing options and (3) develop press release content generation. Thesemanaged service and marketing support services can be integrated intothe embodiments in a variety of manners.

Payment processing services are those services that help customers thatallow for (1) account auditing and (2) withdrawal processing to meetstandards for speed and accuracy. Further, these services can providefor integration of global and local payment methods. These paymentprocessing services can be integrated into the embodiments in a varietyof manners.

Engaging promotions allow customers to treat your players to free bets,odds boosts, enhanced access and flexible cashback to boost lifetimevalue. Engaging promotions can be integrated into the embodiments in avariety of manners.

“Cash out” or “pay out” or “payout” allow customers to make available,on singles bets or accumulated bets with a partial cash out where eachoperator can control payouts by managing commission and availability atall times. The “cash out” or “pay out” or “payout” can be integratedinto the embodiments in a variety of manners, including both monetaryand non-monetary payouts, such as points, prizes, promotional ordiscount codes, and the like.

“Customized betting” allow customers to have tailored personalizedbetting experiences with sophisticated tracking and analysis of players'behavior. “Customized betting” can be integrated into the embodiments ina variety of manners.

Kiosks are devices that offer interactions with customers clients andusers with a wide range of modular solutions for both retail and onlinesports gaming. Kiosks can be integrated into the embodiments in avariety of manners.

Business Applications are an integrated suite of tools for customers tomanage the everyday activities that drive sales, profit, and growth,from creating and delivering actionable insights on performance to helpcustomers to manage the sports gaming. Business Applications can beintegrated into the embodiments in a variety of manners.

State based integration allows for a given sports gambling game to bemodified by states in the United States or countries, based upon thestate the player is in, based upon mobile phone or other geolocationidentification means. State based integration can be integrated into theembodiments in a variety of manners.

Game Configurator allow for configuration of customer operators to havethe opportunity to apply various chosen or newly created business ruleson the game as well as to parametrize risk management. Game configuratorcan be integrated into the embodiments in a variety of manners.

“Fantasy sports connector” are software connectors between method stepsor system elements in the embodiments that can integrate fantasy sports.Fantasy sports allow a competition in which participants selectimaginary teams from among the players in a league and score pointsaccording to the actual performance of their players. For example, if aplayer in a fantasy sports is playing at a given real time sports, oddscould be changed in the real time sports for that player.

Software as a service (or SaaS) is a method of software delivery andlicensing in which software is accessed online via a subscription,rather than bought and installed on individual computers. Software as aservice can be integrated into the embodiments in a variety of manners.

Synchronization of screens means synchronizing bets and results betweendevices, such as TV and mobile, PC and wearables. Synchronization ofscreens can be integrated into the embodiments in a variety of manners.

Automatic content recognition (ACR) is an identification technology torecognize content played on a media device or present in a media file.Devices containing ACR support enable users to quickly obtain additionalinformation about the content they see without any user-based input orsearch efforts. To start the recognition, a short media clip (audio,video, or both) is selected. This clip could be selected from within amedia file or recorded by a device. Through algorithms such asfingerprinting, information from the actual perceptual content is takenand compared to a database of reference fingerprints, each referencefingerprint corresponding to a known recorded work. A database maycontain metadata about the work and associated information, includingcomplementary media. If the fingerprint of the media clip is matched,the identification software returns the corresponding metadata to theclient application. For example, during an in-play sports game a“fumble” could be recognized and at the time stamp of the event,metadata such as “fumble” could be displayed. Automatic contentrecognition (ACR) can be integrated into the embodiments in a variety ofmanners.

Joining social media means connecting an in-play sports game bet orresult to a social media connection, such as a FACEBOOK® chatinteraction. Joining social media can be integrated into the embodimentsin a variety of manners.

Augmented reality means a technology that superimposes acomputer-generated image on a user's view of the real world, thusproviding a composite view. In an example of this invention, a real timeview of the game can be seen and a “bet” which is a computer-generateddata point is placed above the player that is bet on. Augmented realitycan be integrated into the embodiments in a variety of manners.

Some embodiments of this disclosure, illustrating all its features, willnow be discussed in detail. It can be understood that the embodimentsare intended to be open ended in that an item or items used in theembodiments is not meant to be an exhaustive listing of such item oritems, or meant to be limited to only the listed item or items.

It can be noted that as used herein and in the appended claims, thesingular forms “a,” “an,” and “the” include plural references unless thecontext clearly dictates otherwise. Although any systems and methodssimilar or equivalent to those described herein can be used in thepractice or testing of embodiments, only some exemplary systems andmethods are now described.

FIG. 1 is a system for an incremental wager method. This system includesa live event 102, for example a sporting event such as a football game,basketball game, baseball game, hockey game, tennis match, golftournament, eSports or digital game, etc. The live event 102 willinclude some number of actions or plays, upon which a user or customercan place a bet or wager, typically through an entity called asportsbook. There are numerous types of wagers the user can make,including, a straight bet, a money line bet, a bet with a point spreador line that user's team would need to cover, if the result of the gamewas the same as the point spread the user would not cover the spread,but instead the tie is called a push. If the user is betting on thefavorite, they are giving points to the opposing side, which is theunderdog or longshot. Betting on all favorites is referred to as chalk,this is typically applied to round robin, or other styles oftournaments. There are other types of wagers, including parlays,teasers, and prop bets, that are added games, that often allow the userto customize their betting, by changing the odds and payouts theyreceive on a wager. Certain sportsbooks will allow the user to buypoints, to move the point spread off of the opening line, this willincrease the price of the bet, sometimes by increasing the juice, vig,or hold that the sportsbook takes. Another type of wager the user canmake is an over/under, in which the user bets over or under a total forthe live event, such as the score of American football or the run linein baseball, or a series of action in the live event 102. Sportsbookshave a number of bets they can handle, a limit of wagers they can takeon either side of a bet before they will move the line or odds off ofthe opening line. Additionally, there are circumstance, such as aninjury to an important player such as a listed pitcher, in which asportsbook, casino or racino will take an available wager off the board.As the line moves there becomes an opportunity for a user to bet on bothsides at different point spreads in order to middle and win both bets.Sportsbooks will often offer bets on portions of games, such as firsthalf bets and half-time bets. Additionally, the sportsbook can offerfutures bets on live events in the future. Sportsbooks need to offerpayment processing services in order to cash out customers. This can bedone at kiosks at the live event 102 or at another location.

Further, embodiments may include a plurality of sensors 104 that may beused such as motion sensors, temperature sensors, humidity sensors,cameras such as an RGB-D Camera which is a digital camera capturingcolor (RGB) and depth information for every pixel in an image,microphones, a radiofrequency receiver, a thermal imager, a radardevice, a lidar device, an ultrasound device, a speaker, wearabledevices etc. Also, the plurality of sensors 104 may include trackingdevices, such as RFID tags, GPS chips or other such devices embedded onuniforms, in equipment, in the field of play, in the boundaries of thefield of play, or other markers on the field of play. Imaging devicesmay also be used as tracking devices such as player tracking thatcaptures statistical information through real-time X, Y positioning ofplayers and X, Y, Z positioning of the ball.

Further, embodiments may include a cloud 106 or communication networkwhich may be a wired and/or a wireless network. The communicationnetwork, if wireless, may be implemented using communication techniquessuch as Visible Light Communication (VLC), Worldwide Interoperabilityfor Microwave Access (WiMAX), Long Term Evolution (LTE), Wireless LocalArea Network (WLAN), Infrared (IR) communication, Public SwitchedTelephone Network (PSTN), Radio waves, and other communicationtechniques known in the art. The communication network may allowubiquitous access to shared pools of configurable system resources andhigher-level services that can be rapidly provisioned with minimalmanagement effort, such as over the Internet and relies on sharing ofresources to achieve coherence and economies of scale, like a publicutility, while third-party clouds enable organizations to focus on theircore businesses instead of expending resources on computerinfrastructure and maintenance. The cloud 106 may be communicativelycoupled to a wagering network 108 which may perform real time analysison the type of play and the result of the play. The cloud 106 may alsobe synchronized with game situational data, such as the time of thegame, the score, location on the field, weather conditions, and the likewhich may affect the choice of play utilized. For example, in otherexemplary embodiments, the cloud may not receive data gathered fromsensors and may, instead, receive data from an alternative data feed,such as SportsRadar®. This data may be provided substantiallyimmediately following the completion of any play and the data from thisfeed may be compared with a variety of team data and league data basedon a variety of elements, including down, possession, score, time, team,and so forth, as described in various exemplary embodiments herein.

Further, embodiments may include the wagering network 108 which mayperform real time analysis on the type of play and the result of a playor action. The wagering network 108 (or cloud 106) may also besynchronized with game situational data, such as the time of the game,the score, location on the field, weather conditions, and the like whichmay affect the choice of play utilized. For example, in other exemplaryembodiments, a wagering network 108 may not receive data gathered fromsensors and may, instead, receive data from an alternative data feed,such as SportsRadar®. This data may be provided substantiallyimmediately following the completion of any play and the data from thisfeed may be compared with a variety of team data and league data basedon a variety of elements, including down, possession, score, time, team,and so forth, as described in various exemplary embodiments herein. Thewagering network 108 can offer a number of software as a service managedservices such as, user interface service, risk management service,compliance, pricing and trading service, IT support of the technologyplatform, business applications, game configuration, state basedintegration, fantasy sports connection, integration to allow the joiningof social media, as well as marketing support services that can deliverengaging promotions to the user.

Further, embodiments may utilize a user database 110 which contains datarelevant to all users of the system, which may include, a user ID, adevice identifier, a paired device identifier, wagering history, andwallet information for each user.

Further, embodiments may include an odds calculation module 112 whichutilizes historical play data to calculate odds for in-play wagers.

Further, embodiments may include a historical play database 114, thatcontains play data for the type of sport being played in the LiveSporting Event 102. For example, in American Football, for optimal oddscalculation, the historical play data may include meta data about thehistorical plays, such as time, location, weather, previous plays,opponent, physiological data, etc.

Further, embodiments may utilize an odds database 116 that contains theodds calculated by the odds calculation module 112, and the multipliersfor distance and path deviation, and is used for reference by a basewagering module 120 and to take bets from the user through a userinterface and calculate the payouts to the user.

Further, embodiments may utilize a historical wager database 118 thatcontains wagers from the live event 102. Wagers may include a wageramount, odds, and an outcome such that a payout in the amount of thewager amount multiplied by the odds will be paid to a user if theoutcome wagered on occurs, otherwise the wager amount being lost.

Further, embodiments may include the base wagering module 120 whichallows a user to log in to a play by play wagering app 126. The basewagering module 120 further retrieves odds from the odds database 116and displays wagers to a user, and receives a selected wager from theuser. The base wagering module 120 further prompts a wager multipliermodule 122 which determines a multiplier by which to increase the wageramount selected by the user. The base wagering module 120 displays aproposed wager increase to the user and receives a selection from theuser to either keep the wager amount unchanged or increase the wageramount as proposed by the wager multiplier module 122, or alternativelyincrease the wager amount by an incremental amount less than or greaterthan the wager amount proposed by the wager multiplier module 122.

Further, embodiments may include a wager multiplier module 122 which isprompted by the base wagering module 120 when a wager is received from auser. The wager multiplier module 122 queries the historical wagerdatabase 118 and determines whether the user's recent wagers have beensuccessful. The wager multiplier module 122 further determines anincremental amount by which to propose increasing the user's currentwager and returns the proposed increase to the base wagering module 120.

Further, embodiments may include a mobile device 124 such as a computingdevice, laptop, smartphone, tablet, computer, smart speaker, or I/Odevices. I/O devices may be present in the computing device. Inputdevices may include keyboards, mice, trackpads, trackballs, touchpads,touch mice, multi-touch touchpads and touch mice, microphones,multi-array microphones, drawing tablets, cameras, single-lens reflexcamera (SLR), digital SLR (DSLR), CMOS sensors, accelerometers, infraredoptical sensors, pressure sensors, magnetometer sensors, angular ratesensors, depth sensors, proximity sensors, ambient light sensors,gyroscopic sensors, or other sensors. Output devices may include videodisplays, graphical displays, speakers, headphones, inkjet printers,laser printers, and 3D printers. Devices may include a combination ofmultiple input or output devices, including, e.g., Microsoft KINECT,Nintendo Wii mote for the WIT, Nintendo WII U GAMEPAD, or Apple IPHONE.Some devices allow gesture recognition inputs through combining some ofthe inputs and outputs. Some devices allow for facial recognition whichmay be utilized as an input for different purposes includingauthentication and other commands. Some devices allow for voicerecognition and inputs, including, e.g., Microsoft KINECT, SIRI forIPHONE by Apple, Google Now or Google Voice Search. Additional userdevices have both input and output capabilities, including, e.g., hapticfeedback devices, touchscreen displays, or multi-touch displays.Touchscreen, multi-touch displays, touchpads, touch mice, or other touchsensing devices may use different technologies to sense touch,including, e.g., capacitive, surface capacitive, projected capacitivetouch (PCT), in-cell capacitive, resistive, infrared, waveguide,dispersive signal touch (DST), in-cell optical, surface acoustic wave(SAW), bending wave touch (BWT), or force-based sensing technologies.Some multi-touch devices may allow two or more contact points with thesurface, allowing advanced functionality including, e.g., pinch, spread,rotate, scroll, or other gestures. Some touchscreen devices, including,e.g., Microsoft PIXELSENSE or Multi-Touch Collaboration Wall, may havelarger surfaces, such as on a table-top or on a wall, and may alsointeract with other electronic devices. Some I/O devices, displaydevices or group of devices may be augmented reality devices. The I/Odevices may be controlled by an I/O controller. The I/O controller maycontrol one or more I/O devices, such as, e.g., a keyboard and apointing device, e.g., a mouse or optical pen. Furthermore, an I/Odevice may also contain storage and/or an installation medium for thecomputing device. In still other embodiments, the computing device mayinclude USB connections (not shown) to receive handheld USB storagedevices. In further embodiments, an I/O device may be a bridge betweenthe system bus and an external communication bus, e.g. a USB bus, a SCSIbus, a FireWire bus, an Ethernet bus, a Gigabit Ethernet bus, a FiberChannel bus, or a Thunderbolt bus. In some embodiments the mobile device124 could be an optional component and would be utilized in a situationin which a paired wearable device is utilizing the mobile device 124 asadditional memory or computing power or connection to the internet.

Further, embodiments may include the wagering app 126, which is aprogram that enables the user to place bets on individual plays in thelive event 102, and display audio and video from the live event 102,along with any available wagers on the mobile device 126. The wageringapp 126 allows the user to interact with the wagering network 108 inorder to place bets and provide payment/receive funds based on wageroutcomes.

FIG. 2 illustrates the historical wager database 118. The historicalwager database 118 stores data about wagers placed by users during thelive event 102 including prior events. The data may info such as any ofa user ID, wager amount, odds and outcome. The user ID identifying theuser of the wagering network 108 who placed the wager, a wager amount isa monetary value wagered by the user, the odds are the multiple by whichthe wager amount will be increased to calculate a payout if the wager iswon. A wager is won if the outcome, the result of a play, occurs, elsethe wager is lost. The historical wager database 118 is populated by thebase wagering module 120 and is used by the wager increase module 122 todetermine a wager increment amount as a multiple of a user's most recentwager if the user's recent wagers have been successful. Alternatively,the wager increase module increases the user's most recent wager as afractional amount if the user's recent wagers have been unsuccessful. Inan embodiment, a user Joe Smith's previous wager was $50 at odds of 2/1that the next play during an American football team would result in aturnover. If the outcome is a punt resulting in a change of possessionof the ball then user Joe Smith wins the wager. Since the previous wagerwas successful, the wager amount for the next wager is increased from$50 to $100.

FIG. 3 illustrates the base wagering module 120. The process begins witha user logging into the wagering network 108 at step 302 via a userinterface by entering a username and a password. In an embodiment, theusername is an email address, and the password is a combination ofalphanumeric characters. The base wagering module 120 retrieves thecurrent odds at step 304 for available wagers from an odds database 116.The base wagering module 120 prompts the wager increase module 122 atstep 306 with retrieved odds for available wagers. The wager increasemodule 122 queries the historical wager database 118 for wagerspreviously placed by a user, ranking the wagers by how frequently theyhave been wagered upon by the user and selecting a wager that the useris likely to accept from the available wagers at the current odds basedupon the user's wagering history. The wager increase module 122 furtherdetermines an amount by which to increase the user's most recent wageramount based on the user's recent successful or unsuccessful wagers andreturns the selected wager and wager amount to the base wagering module120. The base wagering module 120 displays, at step 308, the selectedwager and wager amount determined by the wager increase module 122. Theselected wager including a win condition and odds and the wager amountbeing a multiple of a previous wager placed by the user. In anembodiment, the wager includes a win condition, that the next playduring an American football game will result in a first down, odds of5/1 and a wager amount of $100, increased from the previous wager by anamount of $50 due to the user Joe Smith winning the previous wager. Thebase wagering module 120 receives, at step 310, whether the useraccepted or rejected the wager. In an embodiment, the user accepting thewager by tapping a confirmation button of the wagering app 126 displayedon the mobile device 124. In an alternate embodiment, the user declinesthe wager by selecting an option declining the wager via the wageringapp 126. Alternately, the user may choose to modify the wager such as byincreasing or decreasing the wager amount. The user may alternativelydecline the wager by failing to take any action and allowing the wagerto timeout, such as with the passing of a specific amount of time or theclose of betting for the play for which the wager was offered. If theuser declined the wager, the base wagering module 120 returns to step306 and prompts the wager increase module 122 for another wager. Thebase wagering module 120 compares, at step 312, the results of the playoutcome to the outcome wagered upon by polling the plurality of sensors104. The base wagering module 120 determines that the wager was won ifthe play outcome and the outcome wagered upon are the same.Alternatively, it determines that the wager was lost if the play outcomeand the outcome wagered upon are different. In an embodiment, the wagerwin condition may be the next play during an American football gameresulting in a first down and the actual result may be an incompletepass resulting in a second down in which case the wager is lost. Thebase wagering module 120 saves wager data at step 314 to the historicalwager database 118. The wager data may include wager amount, odds, wincondition and the outcome. The wager data may further include the resultof the wager, such as whether the wager was won or lost. The data mayadditionally include the payout or loss resulting from the wager. Thebase wagering module 120 adjusts, at step 316, the account balance ofthe user in the user database 110 based on the results of the wager. Ifthe wager is won, then increase the account balance in an amount equalto the payout. The payout is determined based upon the odds acceptedwhen the user placed the wager. In an embodiment, the odds are 5/1 andthe wager amount is $50, so the payout would be $250. If the wageramount was not debited from the account balance prior to playcompletion, then adjust the account balance by the difference betweenthe wager amount and the payout. Similarly, if the wager was lost andthe wager amount was not previously debited form the account balance,reduce the account balance by the wager amount. The base wagering module120 polls the sensors 104 at step 318 for whether the live event 102 iscomplete. If the live event is not complete, the base wagering module120 returns to step 304 and repeats the steps. The base wagering module120 ends the program at step 320 if the live event 102 is complete.

FIG. 4 illustrates the wager increase module 122. The process beginswith the wager increase module 122 receiving a prompt at step 402 fromthe base wagering module 120 which may include available wagers and oddswhich may be placed on the next play during the live event 102.Additionally, the wager increase module 122 receives contextualinformation about the current state of the live event 102 from thesensors 104. In an embodiment the live event 102 is an American footballgame, and the contextual information may include info such as thecurrent down, such as first, second third or fourth, and the number ofyards to a first down, time left in the game, the score, the teamsinvolved, the players on the field, the formation of the offense anddefense, etc. the wager increase module 122 Queries at step 404 thehistorical wager database 118 for wagers previously placed by the user.The wagers may include a wager amount, odds, a win condition and thecontext of the live event 102 when the wagers, result of the wager, etc.In this example, user Joe Smith previously wagered $50 that the NewEngland Patriots would convert a second and 5 for a first down with fiveminutes to go in the second quarter. The outcome of the wager was a runfor 12 yards resulting in a first down, therefore the user Joe Smith wonthe wager, the wager increase module 122 compares, at step 406, thecurrent context of the live event 102 to the context of the live event102 when the user placed their most recent wager. In an exemplaryembodiment, the user Joe Smith wagered $50 that the 2nd down and 5 yardsto go for the New England Patriots with five minutes to go in the secondquarter. The play resulted in a first down, making the new game contextfirst and 10. The level of similarity between the plays can be based ona number of factors. In some embodiments the plays can have a similarityscore that takes into account a number of context elements of the liveevent 102. The wager increase module 122 determines, at step 408, if thecurrent context of the live event 102 is above a threshold of similarityto the context of the live event 102 for the user's most recent wager.In an exemplary embodiment the threshold of similarity is assigned bythe wagering network 108 administrator and is defined as a similar downand within 3 yards to go for a first down. A similar down being definedas a kicking versus a non-kicking down. A 1st, 2nd, or 3rd down being anon-kicking down, and 4th down being a kicking down. The purpose of thisdistinction is to prevent the system from populating the wager amount ona 3rd down conversion play on a punting play when the 3rd down was notconverted as this is a wager the user is unlikely to make. In thisexample, a 2nd down and 5 would be above the threshold of similarity to1st down and 10. If the user's previous wager was placed on a playinside of the live event 102 that was above the similarity threshold,the wager increase module 122 selects, at step 410, the wager amountfrom the user's previous wager. In an exemplary embodiment, the contextof the user Joe Smith's most recent wager, $50 on the conversion of a2nd down and 5, is above the similarity threshold, of also being on anon-kicking down, to the current context of the live event 102, a 1stand 10 play. The wager amount, $50, is selected at step 410. If theuser's previous wager was on a play not above the similarity threshold,most recent wager placed by the user that is above the similaritythreshold is selected at step 412 from the user's previous wagers in thehistorical wager database 118. In another embodiment in which theposition on field is part of the similarity threshold, the user JoeSmith's most recent wager on 2nd and 4 from the 40 yard line, may not beabove the similarity threshold because the next play is from the 1 yardline. In that example, the user Joe Smith's most recent wager on a 1stand goal from the 1 yard line may be selected at step 412. The wageramount selected at either step 410 or 412 is used at step 414 as thebasis for the proposed wager amount. The wager increase module 122determines at step 416 if the user's most recent wager was successful.The success or failure of the user's most recent wager is used todetermine if the amount of the wager selected at step 414 should beincreased by an increment, i.e. double or triple the amount, or by afraction, i.e. by 10% or 50%. If the user's won their most recent wagerthe wager increase module 122 determines at step 418 the incrementalwager increase to propose to the user for their next available wager. Inan embodiment that increment is always to double the wager amount of thewager the user just won. This would result in a wager amount of $100being proposed to the user Joe Smith's on his next wagering opportunity.The $100 being his most recent wager of $50 being doubled. In otherembodiments the increase in the wager can vary contextually. Forexample, the user's wager history may be examined to determine themaximum amount the user has wagered on a similar play and propose thatamount. Alternatively, the user's average or most frequent wager amounton similar plays could be used as the base and/or increment forincreasing the wager amount proposed to the user on their next wageringopportunity. Additionally, the user may have the option to “let it ride”and wager their winnings on the previous play or combination of plays ontheir next wagering opportunity. If the user lost their most recentwager the wager increase module 122 determines at step 420 thefractional wager increase to propose to the user for their nextavailable wager. In an embodiment that increment is always 50% more thanthe wager amount of the wager the user just lost. This would result in awager amount of $75 being proposed to the user Joe Smith's on his nextwagering opportunity. The $75 being his most recent wager of $50 plus50%. In other embodiments the increase in the wager can varycontextually. For example, the user's wager history may be examined todetermine that they have lost multiple consecutive wagers and adjust thewager increase by more. Alternatively, the frequency and context inwhich the user selects a proposed wager can be used to determine thewager amount proposed. In an exemplary embodiment, a user may elect towager less when larger increases in their wager amount are proposed andthe system would decrease the amount their next proposed wager amount.The wager increase module 122 returns, at step 420, a wager proposal tothe base wagering module 120.

The foregoing description and accompanying figures illustrate theprinciples, preferred embodiments and modes of operation of theinvention. However, the invention should not be construed as beinglimited to the particular embodiments discussed above. Additionalvariations of the embodiments discussed above will be appreciated bythose skilled in the art.

Therefore, the above-described embodiments should be regarded asillustrative rather than restrictive. Accordingly, it should beappreciated that variations to those embodiments can be made by thoseskilled in the art without departing from the scope of the invention asdefined by the following claims.

What is claimed is:
 1. A method of adjusting placement of a next wageron an outcome of an action in a live sporting event by a specificincrement, comprising: storing, in a database, past wagers; providing adefault wager option to a wagering network for a wager on an upcomingaction in a live sporting event, wherein the wagering network receivesdata from a past action in the live sporting event; comparing, by anincremental wagering module before the upcoming action in the livesporting event, information about one or more past wagers to context ofthe upcoming action in the live sporting event; determining, by theincremental wagering module before the upcoming action in the livesporting event, a specific wager adjustment increment based on thecomparison of the one or more past wagers to the context of the upcomingaction in the live sporting event; and providing, by the incrementalwagering module on a gaming device and before the upcoming action in thelive sporting event, a proposed adjusted wager corresponding to thespecific wager adjustment increment for the wager on the upcoming actionin the live sporting event, wherein the proposed adjusted wager isdisplayed via a wagering application, wherein the information about theone or more past wagers comprises wager amount, wager odds, and wagersuccess.
 2. The method of adjusting placement of a next wager on anoutcome of an action in a live sporting event by a specific amount ofclaim 1, further comprising determining a similarity score related toactions associated with the one or more past wagers and the upcomingaction.
 3. The method of adjusting the wager of a next wager on anoutcome of an action in a live sporting event by a specific amount ofclaim 2, further comprising setting a similarity threshold based on thesimilarity score.
 4. The method of adjusting the wager of a next wageron an outcome of an action in a live sporting event by a specific amountof claim 1, wherein the proposed adjusted wager is equal to a maximumwager placed in the one or more past wagers.
 5. The method of adjustinga wager of a next wager on an outcome of an action in a live sportingevent by a specific amount of claim 1, wherein the proposed adjustedwager is equal to an average wager placed in the one or more pastwagers.
 6. The method of adjusting a wager of a next wager on an outcomeof an action in a live sporting event by a specific amount of claim 1,wherein the proposed adjusted wager is equal to an amount won by asuccessful wager on one or more of a previous action or a combination ofactions before the upcoming action.
 7. A system for adjusting a wager ofa next wager on an outcome of an action in a live sporting event by aspecific amount, comprising: a database storing past wagers, datareceived from a past action in a live sporting event; an odds databasethat generates odds for wagers on an upcoming action in a live sportingevent based on the received data from the past action in the livesporting event; an incremental wager module, wherein the incrementalwager module determines, before the upcoming action in the live sportingevent, a specific wager adjustment increment based on a comparison ofone or more past wagers to a context of an upcoming action in a livesporting event and provides a proposed adjusted wager on the upcomingaction of the live sporting event, a threshold of similarity, whereinthe incremental wager module determines the specific wager adjustmentincrement and provides the proposed wager when the context of theupcoming action exceeds the threshold of similarity, and a gaming devicethat displays the proposed wager via a wagering application.
 8. Thesystem for adjusting a wager of a next wager on an outcome of an actionin a live sporting event by a specific amount of claim 7, wherein thespecific wager adjustment is equal to an amount won by a successfulwager on one or more of the previous actions or a combination of actionbefore the next upcoming action.